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local Mesh = {}
local gl = honey.gl
setmetatable(Mesh, {__index=_G})
setfenv(1, Mesh)
--===== creation =====--
local function loadScene(filename)
local scene = honey.import.importFile(filename)
local mesh = scene.meshes[1]
local vertices = {}
for i=1,#mesh.vertices do
local position = mesh.vertices[i]
local uv = mesh.uvs[1][i]
table.insert(vertices, position.x)
table.insert(vertices, position.y)
table.insert(vertices, position.z)
table.insert(vertices, uv.x)
table.insert(vertices, uv.y)
end
local elements = {}
for _, face in ipairs(mesh.faces) do
assert(#face == 3)
for _, i in ipairs(face) do
table.insert(elements, i)
end
end
return vertices, elements
end
function Load(filename)
local self = {}
setmetatable(self, {__index=Mesh})
self.transform = honey.glm.mat4()
honey.glm.mat4_identity(self.transform)
-- opengl mesh data
self.vertexArray = gl.GenVertexArrays()
self.vertexBuffer = gl.GenBuffers()
self.elementBuffer = gl.GenBuffers()
-- load data
local vertices, elements = loadScene(filename)
self.elementCount = #elements
-- buffer data
gl.BindVertexArray(self.vertexArray)
gl.BindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer)
gl.BufferData(gl.ARRAY_BUFFER, gl.FLOAT, vertices, gl.STATIC_DRAW)
gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.elementBuffer)
gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.UNSIGNED_INT, elements, gl.STATIC_DRAW)
-- set vertex attributes
-- position
gl.VertexAttribPointer(0, 3, false, 5, 0)
gl.EnableVertexAttribArray(0)
-- uvs
gl.VertexAttribPointer(1, 2, false, 5, 3)
gl.EnableVertexAttribArray(1)
return self
end
--===== methods =====--
local function vectorToTable(v)
local tbl = {
x = honey.glm.vec3_get(v, 0),
y = honey.glm.vec3_get(v, 1),
z = honey.glm.vec3_get(v, 2),
}
return tbl
end
function SetPosition(self, position)
honey.glm.mat4_identity(self.transform)
honey.glm.translate(self.transform, position)
end
function Draw(self)
gl.BindVertexArray(self.vertexArray)
gl.DrawElements(gl.TRIANGLES, self.elementCount, gl.UNSIGNED_INT, 0)
end
--===== fin =====--
return Mesh
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